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Keep on the Shadowfell: Impressions
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<blockquote data-quote="LFK" data-source="post: 4214376" data-attributes="member: 61050"><p>No spoilers, don't worry.</p><p></p><p>H1 is an action/adventure movie, at least as it's written. The tone is "dark" in the same way that Indiana Jones Nazis are "evil." Not so much real evil as its more of a utilitarian kind of sinister. This isn't a bad thing, by any means, it's just a way of saying that the overall course of the adventure is, well, an adventure more than an examination of the heart of darkness beating within all of us. If you're expecting Apocalypse Now brace yourself for something that, were it a movie, would probably have Spielberg or Bruckheimer attached to it. Think of the Hellboy movie and you've got an idea. Some people will think of that as an instant turn-off, but if you're willing to buy this flavor it's a lot of fun.</p><p></p><p>Light on skill challenges and traps (there are a couple) mostly it's action: running jumping climbing chasing swashbuckling action. Highly entertaining, definitely challenging, and overall a great showcase for the flow of 4e combat. The pace is pretty decent with some good break periods for social encounters and general "safe-time" poking around, then it's back into the fray.</p><p></p><p>I don't want to do a big giveaway on the final boss battle, but it does a great job of really showcasing the simple-yet-awesome synergy possibilities that the new NPC/Monster design makes easy to build and run with a three-way combo that can turn really nasty on the PCs if they don't see what's being set up. (Most will, since one key in the combo has all the tact of an exposed lawnmower blade.) All in all a very fun fight.</p><p></p><p>Those who were looking for KotS to be a deep-thinking first chance to really put 4e through the paces and "find out what it can really do" may be disappointed. There are a lot of chances for player inventiveness but success never hinges on the Players delivering a mental miracle (which is a good state for a module that has no idea what my players are like).</p><p></p><p>Those who are looking for KotS to be a "welcome to Dungeons & Dragons & Kicking Ass" will have a million moments to revel. It really is an adventure in the summer movie tradition or vein of Firefly, The Mummy, Indiana Jones, Star Wars, or Hellboy.</p><p></p><p>Pull out the broadsword, polish up your boots, dust off the spellbook, charge the door, and hold the line, welcome to 4e.</p></blockquote><p></p>
[QUOTE="LFK, post: 4214376, member: 61050"] No spoilers, don't worry. H1 is an action/adventure movie, at least as it's written. The tone is "dark" in the same way that Indiana Jones Nazis are "evil." Not so much real evil as its more of a utilitarian kind of sinister. This isn't a bad thing, by any means, it's just a way of saying that the overall course of the adventure is, well, an adventure more than an examination of the heart of darkness beating within all of us. If you're expecting Apocalypse Now brace yourself for something that, were it a movie, would probably have Spielberg or Bruckheimer attached to it. Think of the Hellboy movie and you've got an idea. Some people will think of that as an instant turn-off, but if you're willing to buy this flavor it's a lot of fun. Light on skill challenges and traps (there are a couple) mostly it's action: running jumping climbing chasing swashbuckling action. Highly entertaining, definitely challenging, and overall a great showcase for the flow of 4e combat. The pace is pretty decent with some good break periods for social encounters and general "safe-time" poking around, then it's back into the fray. I don't want to do a big giveaway on the final boss battle, but it does a great job of really showcasing the simple-yet-awesome synergy possibilities that the new NPC/Monster design makes easy to build and run with a three-way combo that can turn really nasty on the PCs if they don't see what's being set up. (Most will, since one key in the combo has all the tact of an exposed lawnmower blade.) All in all a very fun fight. Those who were looking for KotS to be a deep-thinking first chance to really put 4e through the paces and "find out what it can really do" may be disappointed. There are a lot of chances for player inventiveness but success never hinges on the Players delivering a mental miracle (which is a good state for a module that has no idea what my players are like). Those who are looking for KotS to be a "welcome to Dungeons & Dragons & Kicking Ass" will have a million moments to revel. It really is an adventure in the summer movie tradition or vein of Firefly, The Mummy, Indiana Jones, Star Wars, or Hellboy. Pull out the broadsword, polish up your boots, dust off the spellbook, charge the door, and hold the line, welcome to 4e. [/QUOTE]
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